Them's Fightin' Herds/Oleander
- 1 Profile
- 2 Gameplan
- 3 Movement Options
- 4 Normal Moves
- 5 Special Moves
- 6 Super
- 7 Throws
- 8 Magic
- 9 Combos
Voice Actor:Alexa Kahn
- 66 - Dash
- 44 - Back Dash
- 7/8/9 - Jump
- j.7/8/9 - Double Jump
- 22X - Teleports
B+C / 6B+C
Oleander can use magic for a wide variety of uses, ranging from teleports to traps to projectiles. She has a maximum mana of 3 stacks, and regenerates it by reading her possessed book.
Oleander’s air combos can be extended simply by landing after j.C and continuing the combo from the ground while the opponent remains airborne.
5A > 5B > 5C > 3C > j.A > j.B > j.C > 5A > 3C > j.A > j.B > j.C > 5A > 236A (735 damage)
Alternatively, the air combo can end with j.2C to initiate a ground bounce combo.
5A > 5B > 5C > 3C > j.A > j.B > j.2C > 5A > 5B > 5C > 236A (691 damage)
If you started the previous combo close to your opponent, chances are you ended up on the other side of them after the j.2C! The following combo adds an additional 2B; the difference in spacing makes it more likely to keep the opponent in front of you after the j.2C.
5A > 5B > 2B > 5C > 3C > j.A > j.B > j.2C > 5A > 5B > 5C > 236C (727 damage)
Try also the following combo starting at close and far range and note how Oleander’s position following the j.2C is affected.
5B > 2C > 3C > j.A > j.B > j.C > 5A > 5B > 5C > 236C (788 damage)
Oleander also has access to a double jump which can be used to extend air combos.
5B > 2C > 3C > j.A > j.B > j.C > jump cancel > j.A > j.B > j.2C > 5B > 5C > 236C (881 damage)
j.A or j.B can be used to initiate close-range pressure/mixup from a jump-in or a teleport (22A or 22B, costing 1 magic to perform), followed with a 2A or 6C for high/low mixup. Just be wary of 6C’s long startup. Remember that 2B does not hit low, so 2A and 3C are your only low mixup tools.
j.A > 2A > 5B > 2C > 3C > j.c > j.A > j.B > j.C > 5B > 2C (531 damage, hard knockdown)
j.B > 2A > 5A > 5B > 5C > 3C > j.A > j.B > j.C > jump cancel > j.A > j.B > j.2C > 5B > 5C > 236C (820 damage) > 236A+B (1348 damage)
j.C’s range makes it a formidable jump-in starter that can be continued into full combo thanks to the equally good ranges of 5B and 2C.
j.C > 5B > 2C > 3C > j.A > j.B > j.2C > 5A > 5B > 5C > 236C (1062 damage)
Oleander’s overhead (6C) can be extended to a full combo using 236A at the cost of one magic. Practice the timing of linking the rest of the combo following 236A’s recovery.
6C > 214A > 5B > 2C > 3C > j.A > j.B > j.C > 5B > 2C (662 damage, hard knockdown)
6C > 214A > 5B > 2C > 3C > j.A > j.B > j.C > 5B > 236C (670 damage) > 236A+B (1198 damage)